[Heaven Devlog 52%] All levels are born from a piece of paperAt SIGONO, the levels of a game are closely tied to their paper counterparts. How long should a player walk for? How should they move through the space? And how do all these fit with the story and setting?

These maps also help keep all team members on the same page. For example, the artist needs to know whether the building he's drawing is on a mountain, or in the city. For the sound designer, knowing where to place audio sources requires knowledge of the geography as well! So what are your thoughts on maps?